#version 330 core
out vec4 FragColor;
struct Material {
    sampler2D diffuse;
    sampler2D specular;
    float shiniess;
};
in vec2 texCoord;
uniform Material material;
void main()
{
    FragColor = mix(texture(material.diffuse, texCoord), texture(material.specular, texCoord), 0.5);
}
